In the past, I wrote an app that would draw lines with two touches. What I did was create two vectors, one for pointer ID 0 and one for Pointer ID 1 (thus anything else gets ignored). I would buffer u
I currently have (among others) these classes: public class Main extends Activity { Panel p; @Override public void onCreate(Bundle savedInstanceState) {
I have used the following in android manifest. <?xml version=\"1.0\" encoding=\"utf-8\"?> <RelativeLayout
I\'m using a SurfaceView with a SurfaceHolder to start off with a camera preview in my test app. public class TextLocatorActivity extends Activity {
I have encountered a weird problem and I can\'t manage a way to solve it. Scenario I have a Surfaceview on which I draw some images on different positions. First I created folders for l/m/hdip draw
I have two images on a surfaceview and only one of the images开发者_如何学Python is animated, the second image is static and keeps drawing itself over itself and so this makes the program slow. How ca
What is better for a android game to use: a SurfaceView with a rendering thread or a SurfaceView with a thread that 开发者_如何学运维calls the SurfaceView function doDraw()
HI Guys, I\'m using SlidingDrawer with a custom SurfaceView and ran into a problem. The problem is that the SurfaceView doesn\'t know about the remaining view area
I created an开发者_如何学Go Activity with Augmented Reality functionality. Part of that is to have phone camera display in the background (which is SurfaceView in Activity layout).
I\'m trying to start an Activity (StartGame) from inside of a SurfaceView once I touch in a certain spot. This code is inside the OnTouchEvent